Pugilist
Base Class: Pugilist

The power of the Well of Possibility courses through your veins by your ill consumption of its sacred waters. 

Level 3: Broken Glass

When you take the Attack action, you pull from the Well of Possibility, at the expense of 1 moxie point, channelling its power into your fist through the form of glass. Glass forms around you, and you gain the following benefits for 1 minute.

Bleeding Heart. When you make an attack action, you're able to make any of your attacks do slashing damage instead of bludgeoning.

Glass Bones. When doing the attack action while using Shove from Heavy Hitter, the range extends to 10ft, and you can combine the push and prone condition of the Shove action. You can choose not to do the prone condition on your attack; if you do so, then the creature moves back without a saving throw. You may move 10ft forward to the target without provoking attacks of opportunity. If you continue to use Glass Bones on your next attack, it deals additional slashing damage equal to half of your proficiency modifier. If you have four attacks and all land in a row while using Glass Bones, the final attack deals your full proficiency modifier's worth of extra damage.

Glass Eye. You may expend one moxie point to make your next attack a Glass Eye attack. You make a normal unarmed attack. On success, you deal damage, but additionally, the target must make a Constitution saving throw. On failure, they are blinded till the end of your next turn. If your Glass Eye attack has a nat 20 on the attack roll, the target rolls at disadvantage and if they fail the saving throw, you gouge one of their eyes with glass, causing it to be destroyed or ripped out.

For any saving throws for this subclass, the DC goes as follows: 8 + your proficiency modifier + your strength modifier.

You may not do Glass Bones and Glass Eye within the same attack.

Broken Glass (Activate)

When you take the Attack action, you pull from the Well of Possibility, at the expense of 1 moxie point, channelling its power into your fist through the form of glass. Glass forms around you, and you gain the following benefits for 1 minute.

Bleeding Heart. When you make an attack action, you're able to make any of your attacks do slashing damage instead of bludgeoning.

Glass Bones. When doing the attack action while using Shove from Heavy Hitter, the range extends to 10ft, and you can combine the push and prone condition of the Shove action. You can choose not to do the prone condition on your attack; if you do so, then the creature moves back without a saving throw. You may move 10ft forward to the target without provoking attacks of opportunity. If you continue to use Glass Bones on your next attack, it deals additional slashing damage equal to half of your proficiency modifier. If you have four attacks and all land in a row while using Glass Bones, the final attack deals your full proficiency modifier's worth of extra damage.

Glass Eye. You may expend one moxie point to make your next attack a Glass Eye attack. You make a normal unarmed attack. On success, you deal damage, but additionally, the target must make a Constitution saving throw. On failure, they are blinded till the end of your next turn. If your Glass Eye attack has a nat 20 on the attack roll, the target rolls at disadvantage and if they fail the saving throw, you gouge one of their eyes with glass, causing it to be destroyed or ripped out.

For any saving throws for this subclass, the DC goes as follows: 8 + your proficiency modifier + your strength modifier.

You may not do Glass Bones and Glass Eye within the same attack.

Impossibility

When making a check or saving throw, you may change the ability score of the check or saving throw to Constitution. You may do this twice before a Short or Long rest. However, you may gain a point of exhaustion to do Impossibility beyond the 2 times given to you.

Window Worlds

Your knowledge of the Well of Possibility expands, enabling you to utilize the following Window World actions. You may use one Window World per turn, and once you use a Window World, you cannot use it again until you have taken a Short or Long rest. You may use them again, at the cost of an exhaustion level.

A Heartless Past. As an action, you may expend 2 moxie points to strike a creature within 10ft of you with glass. If the attack lands, the target takes damage equal to your unarmed attack and must do a dexterity saving throw. If the creature fails, glass appears all around them and stabs them within their joints and muscles. The creature takes an extra die worth of fisticuffs damage in piercing and is considered restrained for the next 6 seconds or until the end of your next turn. On success, they only take half damage.

Loathing Mind and Soul. As a bonus action, when you have temporary HP, you may convert it into bonus damage on your next attack. You may choose how much temporary HP you convert into damage, and the damage is only expended on a successful attack. You may use another bonus action to place back the damage as temporary HP if you so please. This extra damage is considered slashing damage. This is limited to only half of your total temporary HP.

Wounds of the Heart. As a reaction to being hit with an attack, you may convert the pain of the attack into further power. You gain one moxie point from said attack and +1 to your AC. This lasts till the start of your next turn. If this attack knocks you into the Bloodied state or is considered a critical hit, you gain 2 moxie points and a +2 to your AC instead.

The Shattering

When you use your Bloodied But Unbowed / Down But Not Out feature while you are Bloodied, broken glass forms around you, and the Well of Possibility's power begins to course out of you. When a creature deals damage to you while you have temporary HP, they receive half of the damage dealt back to them. You also gain +10 to your movement speed, this extra 10ft is also multiplied by your exhaustion points. Finally, attacks of oppurtunity has disadvantage against you.

Once you use this feature, you can’t use it again until you finish a Long Rest. This feature is also restored when using the Pugnacious feature

Mirror Into Nothingness

You can take a Magic action and expend 7 Moxie Points to expel the Well of Possibility from your fist- shattering the world in front of you, rebuilding it all for her. All creatures within a 30ft cone must do a Dexterity saving throw. On failure, the creatures take 75 force damage and are sent 20ft back and are considered prone. On success, the creatures only take 38 damage.

After the attack, you are emboldened with power. You gain a +3 AC and saving throws, you deal extra damage on unarmed attacks and pugilist weapons equal to your proficiency modifier, and you gain HP back on each attack equal to your proficiency modifier. This lasts for 1 minute.

Once you use this feature, you must finish a Long Rest before you can use it again.

Previous Versions

Name Date Modified Views Adds Version Actions
2/18/2026 6:04:21 AM
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